Me: "This blog has text in it. Must be ready to ship."
This is just a list of some test missile systems with feedback. All of the ones listed here are variations on a theme: LRMs with one extra damage per missile. SRMs that only deal one damage. Reloadable Rocket Launchers.
Next week I'll be doing more esoteric missiles, hopefully with input from the comments and possibly Reddit's r/Battletech sub.
Short LRMs - These are LRM systems with the range of SRMs. These seem fair. Sure, an S-LRM5 does more damage than an SRM 2, but it's just a shit medium laser. Compared to stacked medium lasers, they definitely lose out.
Type Tubes Dmg/ Cl MinR SR MR LR THMod ClMod Tons Crits Ht Shot/ Msl Ton
S-LRM5 5 1 5 - 3 6 9 0 0 1.0 1 2 63
S-LRM10 10 1 5 - 3 6 9 0 0 2.5 2 4 31
S-LRM15 15 1 5 - 3 6 9 0 0 4.0 3 5 21
S-LRM20 20 1 5 - 3 6 9 0 0 5.5 5 7 15
Long SRMs - SRMs with the range of an LRM. A cluster version of an LRM 20 comes in pretty close to the original article.Terrible ammo efficiency though. I'm sure if you could peel off armor at a decent enough range, these would be nice. Might also be good for trying to score crits on vees at a distance. Maybe a poor man's HAG?
Type Tubes Dmg/ Cl MinR SR MR LR THMod ClMod Tons Crits Ht Shot/ Msl Ton
LSRM2 2 2 2 6 7 14 21 0 0 1.5 1 2 19
LSRM3 3 2 2 6 7 14 21 0 0 2.5 1 2 12
LSRM4 4 2 2 6 7 14 21 0 0 3.5 1 3 9
LSRM5 5 2 2 6 7 14 21 0 0 4.5 2 4 7
LSRM6 6 2 2 6 7 14 21 0 0 5.5 2 4 6
LSRM7 7 2 2 6 7 14 21 0 0 6.5 3 5 5
LSRM8 8 2 2 6 7 14 21 0 0 7.5 4 6 4
LSRM9 9 2 2 6 7 14 21 0 0 8.0 4 6 4
LSRM10 10 2 2 6 7 14 21 0 0 9.0 5 7 3
LBMs - If we can fire off missiles at any range with a -1 to-hit and clusters of one damage, do we create missiles better than LBX autocannons? Versatility and ammo efficiency aside? Yes we do. The LBM is "invalid" because it just doesn't have any crits. That's usually a hard stop.
But y'know, versatility is one of the big draws of LBX autocannons, so maybe it is fair.
Type Tubes Dmg/ Cl MinR SR MR LR THMod ClMod Tons Crits Ht Shot/ Msl Ton
LBM2 5 1 1 4 9 18 27 -1 0 4.5 0 1 28
LBM5 10 1 1 3 8 14 21 -1 0 4.5 1 2 12
LBM10 15 1 1 - 6 12 18 -1 0 6.5 2 4 5
LBM20 20 1 1 - 4 8 12 -1 0 7.5 5 7 3
Heavy SRMs - What is SRMs did 3 damage per missile instead of 2? They're heavier. Comparable to streak missiles, really. The loss of ammo efficiency isn't bad. It's probably an asset.
Type Tubes Dmg/ Cl MinR SR MR LR THMod ClMod Tons Crits Ht Shot/ Msl Ton
HSRM2 2 3 3 - 3 6 9 0 0 1.5 1 2 41
HSRM4 4 3 3 - 3 6 9 0 0 3.0 2 4 20
HSRM6 6 3 3 - 3 6 9 0 0 5.0 4 6 13
Light SRMs - These are probably a bit too good if your primary use for SRMs is critseeking. The LtSRM 2 doesn't generate enough critical spaces to exist, so it's not here.
Type Tubes Dmg/ Cl MinR SR MR LR THMod ClMod Tons Crits Ht Shot/ Msl Ton
LtSRM4 4 1 1 - 3 6 9 0 0 1.0 1 2 35
LtSRM6 6 1 1 - 3 6 9 0 0 1.5 1 2 23
iMRMs - MRMs without the +1 modifier. Are they usable? They're a little heavier, but not prohibitively so. The MRM 30 and 40 creep up there.
Type Tubes Dmg/ Cl MinR SR MR LR THMod ClMod Tons Crits Ht Shot/ Msl Ton
iMRM10 10 1 5 - 3 8 15 0 0 3.5 2 4 16
iMRM20 20 1 5 - 3 8 15 0 0 7.5 5 7 8
iMRM30 30 1 5 - 3 8 15 0 0 11.5 6 9 5
iMRM40 40 1 5 - 3 8 15 0 0 15.5 7 12 4iRLs - Rocket launchers that can reload. Still pretty light, but obviously not as much as regular RLs. They compete more with MRMs, These get a little unexciting after a while. I take that as a good sign.
Type Tubes Dmg/ Cl MinR SR MR LR THMod ClMod Tons Crits Ht Shot/ Msl Ton
iRL10 10 1 5 - 5 11 18 +1 -2 3.0 2 4 22
iRL15 15 1 5 - 5 11 18 +1 -2 5.0 3 5 14
iRL20 20 1 5 - 5 11 18 +1 -2 6.5 5 7 11Thunderbolt x2's - If an existing Thunderbolt system can be brought down by an AMS, why not allow them to make two shots? That redundancy costs a lot though. I'd take a cluster roll for what is essentially a UAC/15 that strikes at 18 hexes for fewer tons than an AC/20. If you were curious about that "Fuck Autocannons" post from earlier this week, shit like this is why (also crunching AC numbers).
Type Tubes Dmg/ Cl MinR SR MR LR THMod ClMod Tons Crits Ht Shot/ Msl Ton
TBx2 5 2 5 5 3 6 12 18 0 0 4.5 2 4 12
TBx2 10 2 10 10 3 6 12 18 0 0 9.0 5 7 8
TBx2 15 2 15 15 3 6 12 18 0 0 13.5 6 9 7
TBx2 20 2 20 20 3 6 12 18 0 0 18.5 7 12 6 Surgical Missiles - The only original weapon system on this list. It has a -2 to hit and a +2 cluster roll bonus. Missiles are in groups of four because...why not? Mostly because of the terrible damage/ton efficiency, that's why not. There's no reason to take an SM16 over two SM8's, but at least it's consistent with canon missile systems.
It's got awful damage per ton though. Sure, it's consistent, but you're comparing a weapon system that clusters closer to an upper end of 12 damage to an LRM 20.
Type Tubes Dmg/ Cl MinR SR MR LR THMod ClMod Tons Crits Ht Shot/ Msl Ton
SM4 4 1 4 2 5 10 15 -2 +2 3.0 1 2 28
SM8 8 1 4 2 5 10 15 -2 +2 6.0 1 3 14
SM12 12 1 4 2 5 10 15 -2 +2 9.5 2 4 9
SM16 16 1 4 2 5 10 15 -2 +2 12.5 4 6 7 Next week I'll repost a selection of the old custom missiles I generated last time with new stats and missile systems suggested by other people.
I also promised some expanded missile systems, LRM 11's and whatnot. I'll post those Monday.